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CHAPTER 1 - INTRODUCTION
Pages 1-7 - Book chapterNo access
CHAPTER 2 - MATRICES AND LINEAR SYSTEMS
Pages 9-61 - Book chapterNo access
CHAPTER 3 - VECTOR ALGEBRA
Pages 63-107 - Book chapterNo access
CHAPTER 4 - MATRICES, VECTOR ALGEBRA, AND TRANSFORMATIONS
Pages 109-169 - Book chapterNo access
CHAPTER 5 - GEOMETRIC PRIMITIVES IN 2D
Pages 171-188 - Book chapterNo access
CHAPTER 6 - DISTANCE IN 2D
Pages 189-239 - Book chapterNo access
CHAPTER 7 - INTERSECTION IN 2D
Pages 241-284 - Book chapterNo access
CHAPTER 8 - MISCELLANEOUS 2D PROBLEMS
Pages 285-324 - Book chapterNo access
CHAPTER 9 - GEOMETRIC PRIMITIVES IN 3D
Pages 325-364 - Book chapterNo access
CHAPTER 10 - DISTANCE IN 3D
Pages 365-479 - Book chapterNo access
CHAPTER 11 - INTERSECTION IN 3D
Pages 481-662 - Book chapterNo access
CHAPTER 12 - MISCELLANEOUS 3D PROBLEMS
Pages 663-672 - Book chapterNo access
CHAPTER 13 - COMPUTATIONAL GEOMETRY TOPICS
Pages 673-825 - Book chapterNo access
APPENDIX A - NUMERICAL METHODS
Pages 827-922 - Book chapterNo access
APPENDIX B - TRIGONOMETRY
Pages 923-948 - Book chapterNo access
APPENDIX C - BASIC FORMULAS FOR GEOMETRIC PRIMITIVES
Pages 949-960 - Book chapterNo access
REFERENCES
Pages 961-971 - Book chapterNo access
INDEX
Pages 973-1007 - Book chapterNo access
ABOUT THE AUTHORS
Page 1009
About the book
Description
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
Features
- Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
- Covers problems relevant for both 2D and 3D graphics programming.
- Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
- Provides the math and geometry background you need to understand the solutions and put them to work.
- Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
- Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
Do you spend too much time creating the building blocks of your graphics applications or finding and correcting errors? Geometric Tools for Computer Graphics is an extensive, conveniently organized collection of proven solutions to fundamental problems that you'd rather not solve over and over again, including building primitives, distance calculation, approximation, containment, decomposition, intersection determination, separation, and more.
If you have a mathematics degree, this book will save you time and trouble. If you don't, it will help you achieve things you may feel are out of your reach. Inside, each problem is clearly stated and diagrammed, and the fully detailed solutions are presented in easy-to-understand pseudocode. You also get the mathematics and geometry background needed to make optimal use of the solutions, as well as an abundance of reference material contained in a series of appendices.
Features
- Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.
- Covers problems relevant for both 2D and 3D graphics programming.
- Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.
- Provides the math and geometry background you need to understand the solutions and put them to work.
- Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.
- Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
Key Features
* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
* Filled with robust, thoroughly tested solutions that will save you time and help you avoid costly errors.* Covers problems relevant for both 2D and 3D graphics programming.* Presents each problem and solution in stand-alone form allowing you the option of reading only those entries that matter to you.* Provides the math and geometry background you need to understand the solutions and put them to work.* Clearly diagrams each problem and presents solutions in easy-to-understand pseudocode.* Resources associated with the book are available at the companion Web site www.mkp.com/gtcg.
Details
ISBN
978-1-55860-594-7
Language
English
Published
2003
Copyright
Copyright © 2003 Elsevier Inc. All rights reserved
Imprint
Morgan Kaufmann